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How i can active Transparence

eduardbean

Member
Joined
Nov 26, 2010
Messages
129
Solutions
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I saw a picture with the transparency of otclient and wanted to know how to enable it

S8mtu.png
 
This is not something that is given to enable or disable. We made ​​several changes to the source code otclient by a friend of mine, and you do not have and will not have access: D
 
This is not something that is given to enable or disable. We made ​​several changes to the source code otclient by a friend of mine, and you do not have and will not have access: D

That's ridiculous.

You had all the otclient source code for free and now you are proud to don't share your modifications? RIDICULOUS!

If you are so good, why don't coded your client from zero? lol
 
sure? in the otclient features are "transparency"... for people like ricardosohn is that ruin the open tibia world
 
Well, this code already exists in otclient.
Made this ceiling of glass to show you.
10msmpz.png


To achieve this, create a file called things.otml
Code:
items
  622
    opacity: 0.5
    full-ground: false

Use it from a module.
Code:
connect(g_game, {onClientVersionChange = onClientVersionChange})

function onClientVersionChange(version)
  g_things.loadOtml('/things/things.otml')
end

Create on your map item id 493 (water) which client id is 622.
That's it. :)
 
Well, this code already exists in otclient.
Made this ceiling of glass to show you.
10msmpz.png


To achieve this, create a file called things.otml
Code:
items
  622
    opacity: 0.5
    full-ground: false

Use it from a module.
Code:
connect(g_game, {onClientVersionChange = onClientVersionChange})

function onClientVersionChange(version)
  g_things.loadOtml('/things/things.otml')
end

Create on your map item id 493 (water) which client id is 622.
That's it. :)

Thanks a lot! the transparency can be in another color or texture?
 
Well, this code already exists in otclient.
Made this ceiling of glass to show you.
10msmpz.png


To achieve this, create a file called things.otml
Code:
items
  622
    opacity: 0.5
    full-ground: false

Use it from a module.
Code:
connect(g_game, {onClientVersionChange = onClientVersionChange})

function onClientVersionChange(version)
  g_things.loadOtml('/things/things.otml')
end

Create on your map item id 493 (water) which client id is 622.
That's it. :)

2n04z6p.png


Transparency work fine, but missing -1 floor... You or someone know why?
 
That's ridiculous.

You had all the otclient source code for free and now you are proud to don't share your modifications? RIDICULOUS!

If you are so good, why don't coded your client from zero? lol

He is not obliged to share.. this is a MIT license so he can make amazing things and dont even show you 1 line of code.
 
He is not obliged to share.. this is a MIT license so he can make amazing things and dont even show you 1 line of code.

Everyone knows it. Nobody need share anything.

But its funny how some ppl can use other guys work and be proud to don't share 1 line of code with others of the community. For me its patetic.

- - - Updated - - -

Well, this code already exists in otclient.
Made this ceiling of glass to show you.
10msmpz.png


To achieve this, create a file called things.otml
Code:
items
  622
    opacity: 0.5
    full-ground: false

Use it from a module.
Code:
connect(g_game, {onClientVersionChange = onClientVersionChange})

function onClientVersionChange(version)
  g_things.loadOtml('/things/things.otml')
end

Create on your map item id 493 (water) which client id is 622.
That's it. :)


Can you give more details where i put the second code?
 
You cant use it in floor 7 case data have one bug and dont show it for 8-
 
If you're at 7 or above, server don't send tile information of 8 and below.
That's why stairs at level 7 are not transparent as 6 or above are.
 
It will, with small changes in server and client
But there was idea of making otclient capable of handling much more floors, so this one could be included it that change
 
i make file "things.otml" in "C:\otclient-master\modules\game_things"

and use the script:

Code:
connect(g_game, {onClientVersionChange = onClientVersionChange})

function onClientVersionChange(version)
  g_things.loadOtml('/things/things.otml')
end

in "C:\otclient-master\modules\game_interface"

Code:
function init()
  g_ui.importStyle('styles/countwindow')

  connect(g_game, {
    onClientVersionChange = onClientVersionChange
    onGameStart = onGameStart,
    onGMActions = onGMActions,
    onGameEnd = onGameEnd,
    onLoginAdvice = onLoginAdvice
  }, true)

  gameRootPanel = g_ui.displayUI('gameinterface')
  gameRootPanel:hide()
  gameRootPanel:lower()
  gameRootPanel.onGeometryChange = updateStretchShrink
  gameRootPanel.onFocusChange = stopSmartWalk

  mouseGrabberWidget = gameRootPanel:getChildById('mouseGrabber')
  mouseGrabberWidget.onMouseRelease = onMouseGrabberRelease

  bottomSplitter = gameRootPanel:getChildById('bottomSplitter')
  gameMapPanel = gameRootPanel:getChildById('gameMapPanel')
  gameRightPanel = gameRootPanel:getChildById('gameRightPanel')
  gameLeftPanel = gameRootPanel:getChildById('gameLeftPanel')
  gameBottomPanel = gameRootPanel:getChildById('gameBottomPanel')
  connect(gameLeftPanel, { onVisibilityChange = onLeftPanelVisibilityChange })

  logoutButton = modules.client_topmenu.addLeftButton('logoutButton', tr('Exit'), '/images/topbuttons/logout', tryLogout, true)

  setupViewMode(0)

  bindKeys()
  load()

  if g_game.isOnline() then
    show()
  end
end

function onClientVersionChange(version)
  g_things.loadOtml('/things/things.otml')
end

but i compile it and now otclient say my dat is invalid D; help me please
 
Hello Everyone !

Well... Baxnie really helped a lot of people, also me and many OpenTibia user will be always really thankfull for this!

But My problem is way diferent than this one who Baxnie solved.

Baxnie solution:

A way to chose wich items will be transparent. With data id.

Mine problem:

I need a way to client read SPR file with ALPHA channel.
My sprites are already made with transparency, so I need the client to read that.



Can anyone else help me with that?

Thanks anyway :)
 
Woah, do you managed to modify spr format or just use directory full of images?:D
Anyway, just this or something, probably modified to support multiple sprites in single file
 
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